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Shawarma: Incident [HORROR]

Shawarma: Incident [HORROR]

A Roblox experience owned by Shawarma Makers.

HorrorENhorrorsimulationjump-scare

Description (written by the developer; not a statement by this register)

🥙 You’ve taken a night job at a lonely shawarma kiosk — a place that looks harmless during the day but turns unsettling once the sun goes down. Your task seems simple: prepare food, keep the stand running, and deal with the occasional late-night customer. But as the hours pass, strange events begin to unfold, and the kiosk reveals its own set of unnatural “rules” you must follow if you want to stay alive. ❗ The game includes horror elements: tense atmosphere, sudden scares, disturbing audio, and other frightening moments. Play responsibly. 🎧 For the best experience, use headphones and turn graphics to the highest settings.

Last updated by the developer 18 May 2026, 15:04 UTC.

0
playing (measured 12 Aug 2026, 01:49 UTC)
361,715
lifetime visits
60%
liked (103 👍 / 70 👎)
937
favourites (2.6 per 1k visits)
22 November 2025
created (per Roblox)

Play on Roblox →

Live players over time

Growth

Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
12 Aug 2026, 01:490first reading

Concurrent players at each of our measurements (insert-on-change).

Monetization — game passes

Larger Lobby
149 R$
Radio
99 R$
1.5x Speed
79 R$

Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game aren’t publicly listable.

Badge funnel

Welcome! · welcome214,016 · 100.0% win
Night 1 · progression125,019 · 100.0% win
Death · other30,324 · 0.00% win
NIGHT 2 · progression7,743 · 0.00% win
10 Customers · progression4,308 · 0.00% win
NIGHT 3 · progression1,974 · 0.00% win
50 Customers · progression199 · 0.00% win
Transformation Ending · progression93 · 0.00% win
Escape Ending · progression59 · 0.00% win
100 Customers · progression19 · 0.00% win
250 Customers · progression1 · 0.00% win
Christmas Event · other0 · 0.00% win
1000 Customers · progression0 · 0.00% win

How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.

Like ratio over time

Growth

596059.514 August 2026 — 59 % liked14 September 2026 — 59 % liked14 October 2026 — 60 % liked14 August 202614 October 2026
3 measurements spanning 60 days, net +1. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 59–60 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
14 Oct 2026, 03:3460+1
14 Sept 2026, 01:5059no change
14 Aug 2026, 23:3659first reading

Percentage of votes that are likes, at each of our measurements. A falling line is a game losing its crowd’s goodwill.